The kernel moved from monstertruck to truck: truck's booleans handle blind holes, pockets and bosses that monstertruck's did not (see the ADR). Fillets and chamfers on straight convex edges between planar faces are our own exact local B-rep operation. The document holds parameters with unit-aware expressions and a timeline that re-evaluates incrementally. Co-Authored-By: Claude Opus 5.5 <[email protected]>
177 lines
5.8 KiB
Rust
177 lines
5.8 KiB
Rust
use serde::{Deserialize, Serialize};
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use crate::Vec3;
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/// Axis-aligned bounding box.
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Aabb3 {
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pub min: Vec3,
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pub max: Vec3,
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}
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impl Default for Aabb3 {
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fn default() -> Self {
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Aabb3::EMPTY
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}
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}
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impl Aabb3 {
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pub const EMPTY: Aabb3 = Aabb3 {
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min: Vec3::new(f64::INFINITY, f64::INFINITY, f64::INFINITY),
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max: Vec3::new(f64::NEG_INFINITY, f64::NEG_INFINITY, f64::NEG_INFINITY),
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};
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pub fn is_empty(&self) -> bool {
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!(self.min.x <= self.max.x && self.min.y <= self.max.y && self.min.z <= self.max.z)
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}
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pub fn add(&mut self, p: Vec3) {
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if p.is_finite() {
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self.min = self.min.min(p);
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self.max = self.max.max(p);
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}
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}
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pub fn union(&self, o: &Aabb3) -> Aabb3 {
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if self.is_empty() {
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return *o;
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}
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if o.is_empty() {
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return *self;
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}
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Aabb3 { min: self.min.min(o.min), max: self.max.max(o.max) }
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}
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pub fn center(&self) -> Vec3 {
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if self.is_empty() { Vec3::ZERO } else { (self.min + self.max) * 0.5 }
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}
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pub fn size(&self) -> Vec3 {
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if self.is_empty() { Vec3::ZERO } else { self.max - self.min }
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}
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pub fn diagonal(&self) -> f64 {
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self.size().len()
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}
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}
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/// An indexed triangle mesh with per-vertex normals, a face id per triangle (the B-rep face it
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/// came from) and edge polylines (the B-rep edges, for display and picking).
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#[derive(Clone, Debug, Default, Serialize, Deserialize)]
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pub struct Mesh {
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pub positions: Vec<Vec3>,
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pub normals: Vec<Vec3>,
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/// Triangles as vertex index triples (counter-clockwise seen from outside).
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pub triangles: Vec<[u32; 3]>,
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/// B-rep face index per triangle.
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pub tri_face: Vec<u32>,
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/// B-rep edges as polylines.
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pub edges: Vec<Vec<Vec3>>,
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}
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/// Mass properties of a closed mesh.
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#[derive(Clone, Copy, Debug, Default, PartialEq, Serialize, Deserialize)]
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pub struct MeshMeasure {
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pub volume: f64,
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pub area: f64,
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pub centroid: Vec3,
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}
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impl Mesh {
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pub fn tri(&self, t: &[u32; 3]) -> Option<[Vec3; 3]> {
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Some([*self.positions.get(t[0] as usize)?, *self.positions.get(t[1] as usize)?, *self.positions.get(t[2] as usize)?])
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}
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pub fn bounds(&self) -> Aabb3 {
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let mut b = Aabb3::EMPTY;
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for p in &self.positions {
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b.add(*p);
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}
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b
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}
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/// Signed volume (divergence theorem), surface area and volume centroid.
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pub fn measure(&self) -> MeshMeasure {
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let (mut v6, mut area, mut c) = (0.0, 0.0, Vec3::ZERO);
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for t in &self.triangles {
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let Some([a, b, cc]) = self.tri(t) else { continue };
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let d = a.dot(b.cross(cc));
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v6 += d;
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c += (a + b + cc) * d;
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area += (b - a).cross(cc - a).len() * 0.5;
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}
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let volume = v6 / 6.0;
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let centroid = if v6.abs() > 1e-12 { c / (4.0 * v6) } else { self.bounds().center() };
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MeshMeasure { volume, area, centroid }
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}
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/// Append another mesh (face ids offset by `face_offset`).
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pub fn append(&mut self, o: &Mesh, face_offset: u32) {
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let base = u32::try_from(self.positions.len()).unwrap_or(u32::MAX);
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self.positions.extend_from_slice(&o.positions);
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self.normals.extend_from_slice(&o.normals);
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self.triangles.extend(o.triangles.iter().map(|t| [t[0].saturating_add(base), t[1].saturating_add(base), t[2].saturating_add(base)]));
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self.tri_face.extend(o.tri_face.iter().map(|f| f.saturating_add(face_offset)));
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self.edges.extend(o.edges.iter().cloned());
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}
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/// Number of triangles a ray crosses (for inside/outside tests on closed meshes).
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pub fn ray_crossings(&self, o: Vec3, dir: Vec3) -> usize {
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let mut n = 0;
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for t in &self.triangles {
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let Some([a, b, c]) = self.tri(t) else { continue };
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let (e1, e2) = (b - a, c - a);
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let p = dir.cross(e2);
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let det = e1.dot(p);
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if det.abs() < 1e-14 {
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continue;
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}
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let inv = 1.0 / det;
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let s = o - a;
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let u = s.dot(p) * inv;
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if !(0.0..1.0).contains(&u) {
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continue;
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}
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let q = s.cross(e1);
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let v = dir.dot(q) * inv;
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if v < 0.0 || u + v >= 1.0 {
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continue;
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}
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if e2.dot(q) * inv > 0.0 {
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n += 1;
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}
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}
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n
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}
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/// Point inside a closed mesh (majority vote of three skewed rays).
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pub fn contains(&self, p: Vec3) -> bool {
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let dirs = [Vec3::new(0.5773, 0.5774, 0.5776), Vec3::new(-0.6123, 0.3141, 0.7254), Vec3::new(0.2718, -0.8414, 0.4673)];
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dirs.iter().filter(|d| self.ray_crossings(p, **d) % 2 == 1).count() >= 2
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}
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/// Closest intersection of a ray with the mesh: (distance along `dir`, triangle index).
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pub fn raycast(&self, o: Vec3, dir: Vec3) -> Option<(f64, usize)> {
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let mut best: Option<(f64, usize)> = None;
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for (i, t) in self.triangles.iter().enumerate() {
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let Some([a, b, c]) = self.tri(t) else { continue };
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let (e1, e2) = (b - a, c - a);
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let p = dir.cross(e2);
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let det = e1.dot(p);
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if det.abs() < 1e-14 {
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continue;
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}
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let inv = 1.0 / det;
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let s = o - a;
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let u = s.dot(p) * inv;
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if !(0.0..=1.0).contains(&u) {
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continue;
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}
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let q = s.cross(e1);
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let v = dir.dot(q) * inv;
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if v < 0.0 || u + v > 1.0 {
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continue;
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}
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let t = e2.dot(q) * inv;
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if t > 1e-9 && best.is_none_or(|(bt, _)| t < bt) {
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best = Some((t, i));
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}
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}
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best
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}
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}
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